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10-06-2007, 01:35 AM | #1 |
Custom mapper
Join Date: Mar 2007
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What are your opinons about specific maps?
This thread is simply to collect people's views about what's good and what isn't about FF's maps, this is being done in the hope they can be made better.
Honest, specific responses are required about any issues raised. |
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10-06-2007, 01:52 AM | #2 |
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Okay here's a few of my personal suggestions for a couple maps, nothing real detailed or anything.
On well I'd like to see the team only energy wall/fields added to each of the conc ramp exits. Would still allow shooting into them but would keep the enemy players *out* of the conc ramp so they can't infect and take over the ramp so easily. Also on well It would be nice if it could be lightened up just a bit, it's so gloomy and dark. But that's not really a big issue of course. On Crossover mid-field is absolutely monsterous. It's a good map it just is too big mid-field. This is another drab lifeless map color/light wise. It's pretty depressing the feel. Aardvark is great for colors/light and fun to play. The energy field to the spawns are so easily spammed it's so hard to get out of spawn when the enemy begins to overwhelm the other side at all. A demo can destroy you for quite some time if he has an HW to back him up. Would be neat to be able to climb up on the rocks, or have some sort of sniper coves/caves up in the rocks too. But that's just personal on my part isn't a real problem and not sure it would really benefit the map much. That's about all I can recommend, other than the maps that have green players like Monkey where it's a slight advantage be on the green team and mix with the trees/terrain easier than the other team. |
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10-06-2007, 02:13 AM | #3 |
SoBe Yourself
Join Date: Sep 2007
Location: Russellville, AR
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I agree with Fathom. I love the dual bridges in crossover but does seem pretty "wide" but then again I definitely don't want to go back to how crowded it was in TFC. I can live with this I suppose but I really miss detpacking walls
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10-06-2007, 02:15 AM | #4 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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aardvark is fucking annoying if the enemy has a sniper on the deck
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10-06-2007, 02:46 AM | #5 | |
a fucking comedian
Beta Tester
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Quote:
Aardvark needs one or two really tall objects (like hills, or a neutral mini-fortress) right in the middle of it, such that snipers can still be useful but players won't always be running from that ominous red dot -Joker |
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10-06-2007, 02:58 AM | #6 |
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I like fathoms idea about sniper huts in the rocks.
I am sorry but the only map im not to sure about is well, I think its been changed to much, like the curved water ways outside and the change of battlements IN MY OPINION are far to different to the origional well which worked amazing well. << PUN OMGZ LOLZ. sorry. I think the FR in well is beautiful though Monkey. It will take a bit of getting used to as the outside has completely changed so not made my mind up about that yet, Other than that, great job, I love shutdown2. |
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10-06-2007, 03:03 AM | #7 |
Nutcracker
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Doors suck pretty much in every map (no I don't mean the weird behaviour of them caused by that server variable thingy, just the way they are made), at the exception of the front door in ff_shutdown2 - it stays open when a player is standing below it.
What I can't understand is that TFC was the only HL mod that had doors working as they should: when a player moves near a door, it opens, and when all players move away from the door, it closes. Why can't doors work like this also in FF? I can think only two reasons, of which one is probably right: A) Mappers have no idea what OnStartTouch and OnEndTouchAll outputs of trigger_multiple do. If the doors were made so that the trigger_multiple's OnStartTouch output triggers the func_door's Open input, the door would open when a player moves inside the trigger_multiple, and if the trigger_multiple's OnEndTouchAll output would trigger the func_door's Close input, the door would close when all players leave the trigger_multiple. B) Mappers know exactly what OnStartTouch and OnEndTouch do, but because of bad network code or something, they don't work properly in multiplayer. Now what I'd like to know is which one is the problem, A or B. |
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10-06-2007, 03:10 AM | #8 |
Custom mapper
Join Date: Mar 2007
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Source engine bug is what I think this is, so C. If you try just using source sdk base doors will behave just the same as FF.
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10-06-2007, 11:49 AM | #9 | |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 4 Times
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Quote:
The problem is that maps like dustbowl, monkey, crossover, .. make use of the simply implemented door trigger system, which seems to make use of onTouch to open the door. Hence, once you entered the trigger brush, the door closes after a while and standing inside the triggerbrush doesn't reopen the door. Maps like shutdown, push, well, blis_2fort, flare, .. have overrrided the door systems by making use of onTrigger systems. Hence whenever you're inside the triggerbrush, the door gets the open command. You still see the doors trying to close a bit, but this should be fixed soon. |
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10-06-2007, 12:22 PM | #10 | |
Join Date: Sep 2007
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Quote:
Also, I hate how bland Well and Crossover look. I demand more pretty maps! with equal space for all classes. |
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10-06-2007, 12:45 PM | #11 |
Join Date: Sep 2007
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what made tfc so good is it was far from the doom and gloom that made quake type games so awful to play. make sure FF continues in that manner
aardvark is definitely one a good example of this, and probably the best maps out there, esp how it seperates off/def spawns, and the general bright/happy feel it has to it. whoever made aardvark is awesome. crossover and well both suffer from the dark/gloomy/depressing feel. anyone got a razor? monkey could probably do with a wider yard/bridge, and possibly something else to help seperate off/def (like fast chutes from respawns to outside or something similar). once hunted gets voice comms working then itll be more playable (if u have a hunted who knows what he's doing). dustbowl its easy for defence to spam out from their spawn exit thing towards the blue start point...make the wall come out a bit more so the defence has to come "out" from the tunnel bit from their spawn. maps like push shouldnt really have made it into default mapcycle etc as they expose FF poor FPS in spammy conditions (and not everyone has a 4ghz C2D as would be needed to hold 75fps minimum). physics cpu time goes thru the roof, a lot of it due to ragdolls. map itself is good though. |
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10-06-2007, 11:20 PM | #12 | |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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Quote:
look out for me on the cornish live music scene. |
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10-06-2007, 11:37 PM | #13 | |
Join Date: Sep 2007
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Quote:
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10-06-2007, 04:43 AM | #14 |
Join Date: Sep 2007
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I cant believe I am the first one to mention deathmatch. These guys got a great deatmatch game here, but it seems to me everyone is comparing it to tfc and dont want to try anything different
Anyway, their deathmatch mode has not gone unnoticed by me . . . . and DEVS...... I owe you big time for actually caring enough to put deathmatch into a "FREE" game. Thanks for the thread Own3r....good topic *Frags* |
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10-06-2007, 05:58 AM | #15 |
Regular or Menthol?
Join Date: Sep 2007
Location: Central MI
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Aardvark was one of the best surprises about FF... release more maps like that!
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10-06-2007, 11:22 AM | #16 |
Guest
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I find Dustbowl to be enourmously frustrating for the attacking team, it's a little bit too easy for the defenders to spam the attackers spawn exit with Sentries, demo-packs and the occasional sniper. I've seen entire games stuck in the second or third spawn with such a tiny chokepoint = (.
A slightly brighter and cheerier Well would be nice too = ) considering it's so often played on the servers (Add some clowns and fluffy clouds and rainbows and stuff maby? ^^ <3 ardvark too = ) Nice and open with fun bumpy terrain = 3 |
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10-08-2007, 12:26 PM | #17 | |
[AE] 0112 Ihmhi *SJB
Wiki Team
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srslyjokingherekthx.
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10-08-2007, 04:47 PM | #18 |
Holy shit, thats kerrigan!
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Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
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IM PRE-LOADING IT RIGHT NOW! Do we get a beta early, so we can beat TF2: DM?
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10-08-2007, 05:13 PM | #19 |
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I am in love with the new Dustbowl, only I see maybe 2 or 3 servers playing it, most are only 4 or 5 people. I don't know why but a lot of people are complaining about it. The only gripe I have is the demo's detpack's blast's ability to go through the starting gates and kill people before the round starts. That and a few displacement bugs here and there (most notably at the start of round 2, at the starting gates the displacements at the ramps are sticking up in places). All the other maps though, are fantastic!
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10-08-2007, 07:17 PM | #20 |
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Join Date: Sep 2007
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Since there's 4 pages of this already, I don't know if it's been mentioned.
But on Crossover2 the elevator from the pit to the top is very aggrevating. It only supports 1 person easily. The 2nd person always has to try and position himself on top or hug too closely. If it was designed for only 1 person then you should only let 1 person fit into it, because a 2nd person will always try and come and jump on at the last minute. Bonk his head on the roof, not letting us go up. Then we both sit there until the top door shuts and the elevator has gone through it's timed sequence. Or a single person alone can bonk his head if he's not perfectly centered. I'd like to see either: a) The elevator be enlarged a bit to fit up to 3-4 people comfortabley b) Speed the elevator movement up so if you fail to get to the top the first time it's not such a big deal. or c) Both (but one or the other is fine) Cheers, Hammock |
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